Questions tagged [alpha-blending]
Alpha blending is the process of combining a translucent foreground color with a background color, thereby producing a new blended color.
91 questions
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Black pixels on the edges of semi-transparent png textures on DX 10
This blending setting introduces black pixels on the edges of semi-transparent png textures:
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Alpha problems when sprites are moving in 3d
I have run into a weird problem. The Alpha values of sprites are not respected when the sprites are in motion.
I was trying to do particles in 3d, and so for the start I just rendered them onto a quad(...
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Blending Object Colors in Unity
I'm completely new to Game Development but I'm required to use Unity for a class project. For the project I want multiple spheres of different colors to overlap each other and create new colors in the ...
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Semi transparent objects show fuzzy halos when in shadow
I'm having some issues when drawing a semi transparent object after an opaque object, and the object is in the shadows.
On the left, the torch is rendered just fine, I can see a nice blend of the ...
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How do I get Alpha/Transparency working with TGA files in Unreal?
I've got a file that needs to be TGA for technical reasons. In that file, I've got two boxes in the lower half, just right of center, that need transparency. One is for glass (upper, fully transparent)...
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Unity terrain details have transparency in editor, but are on black in builds
I'm dealing with a concerning bug in my Unity build.
I have a terrain system which populates its detail layer with procedural grass textures. The textures are on transparency in the editor, as they ...
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Does OIT Rendering work for semi-transparent textures with opaque parts?
I'm Work ing on a minecraft-like game (in OpenGL with c++) and I'm tryping to Implement Transparency for Blocks like windows, ice, leafs and water. I've tried to implement Weighted Blended Order-...
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After drawing the scene with the deferred shader, I want to draw an object to be alpha blended, but it doesn't work
After drawing the scene with the deferred shader, I want to draw an object to be alpha blended, but it doesn't work.
This is the current drawing order
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Drawing multiple simulation ticks in a single render frame
I have a 2D fixed-timestep simulation (a bunch of moving sprites) that ticks several times per render frame.
I would like to render the state of each tick, so that all the ticks between render frames ...
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Blue color instead of alpha using Alpha Blending
I am testing rendering with alpha blending state according to this guide.
The aim is to add snow on terrain grass texture.
Finally, I got the wrong result -- the blue color fillings up all alpha = 0 ...
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How to perform alpha blending on saved raw argb videos(a image and a video will also work) using direct3d9 , direct3d10 or direct3d11?
I'm trying to perform alpha blending on videos using direct3d11. I've wrote the code snippet below to achieve this. I've tried to read the video file out2.argb frame by frame and store it in the ...
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How to apply a color transform to textures when using pre-multiplied alpha?
I'm trying to apply a color map to my textures. The map is a 4x4 matrix that adjusts the contribution of each RGBA channel returned from the fragment shader. My texture needs to use pre-multiplied ...
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Unity Shader Blend like ugui Outline
Unity UGUI Outline it create fourfold vertexs, So I wirte shader to optimization ( vertex only create once ),
And I want to Keep one pass . (one drawcall)
There ...
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Part of the back side of a transparent object disappears
I did some blending and culling to get the image below.
As you can see, it is messed up. On the right side of the image, only the front side of the mesh shows. On the left side of this image, it works,...
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How to create post-processing effects in Slick2D?
As I get closer and closer to the end of the feature development for my game and the beginning of the graphical overhaul, I keep thinking of ideas for graphical effects that would make my game even ...
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HLSL Manual Alpha Blending
I'm trying to do alpha blending manually because I only want to apply alpha blending on certain pixels. Underlying is the texture I'm writing to. This is what I got so far, but it doesn't give the ...
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Remove background from sprite sheet after splitting
I am using libgdx to implement a Parallax background. Now I need to show some animated object over the background. I downloaded a sprite sheet(with images of objects on white background), and split it ...
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Alpha Blending older Images
I am working on re-writing an old game, and have faced some issues with the older images that were used, the first thing we done was convert all the old images and set the alpha channel on black ...
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Show only some parts of a point cloud. OpenGl4
I am developing an opengl 4.0 app which is showing a point cloud. In the other hand, I have an array "pos" where I have some x,y,z positions:
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How can i make fade in/out of the alpha color of a material from black to none black?
This is script is attached to a black plane.
I have a plane and i added to it a material and the plane is in black.
When running the game the alpha color of the plane material is changing slowly.
The ...
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DirectX 11 Sprite Alpha (Invalid? + Bad Quality)
I have a bug with a texture font.
This is the texture file in photoshop:
This is the result I am getting:
The alpha from 0 and 1 shows weird artifacts as the final result, alongside the low quality ...
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Fallback for R32F alpha blending
I'm rendering an aggregation of value into an R32F format texture, using alpha blending to accomplish the sum operation.
R32F alpha blending is not supported on all hardware. What kind of fallback ...
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Use an image as mask only where pixels are opaque
We are into a game where to build our tile map, we carve on an image with a mask (At first the whole map is an image, and we create holes on it with tiles to create the map and le the background show. ...
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Layers in PixiJS
I am using the PixiJS framework to create a 2D RPG Game.
How can I create a PIXI.Container with a transparent background which I can render on top of my main stage ...
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Change the alpha blending color of scaled textures
It looks like semitransparent pixels are blended with while color when textures are drawn scaled. It is very noticeable and looks ugly when textures are drawn on dark background.
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